Alright, So I made a potion that gives the user the flight state, And I'm using GBTS, but when I use it in battle, nothing changes, the character is still limited in their movement, and cannot "fly" above anything on the map. How do i fix this??? ( Im using VX)
Here's some script that i think it might be in, can anyone help?
Here's some script that i think it might be in, can anyone help?
Code:
module GTBS
 #=============================================================#
 #            ENGINE SETTINGS            #
 #=============================================================#
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 #-------------------------------------------------------------
 # Default Victory Common Event
 #-------------------------------------------------------------
 VIC_COM = 2
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 #-------------------------------------------------------------
 # Default Failure Common Event
 #-------------------------------------------------------------
 FAIL_COM = 1
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 #------------------------------------------------------------
 # Sets the default font for the game
 #------------------------------------------------------------
 def self.font
  return "Comic Book"
 end
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 #-------------------------------------------------------------
 # Test Battle Map ID ( used for battle test in database )
 #-------------------------------------------------------------
 BTEST_ID = 5
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 #-------------------------------------------------------------
 # Neutral Start Number - Default neutral number start
 #-------------------------------------------------------------
 NEU_START_NUM = 50
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 #-------------------------------------------------------------  Â
 # Sets ability to attack allies along with enemies
 # Default is TRU
 #------------------------------------------------------------
 ATTACK_ALLIES = false
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 #-------------------------------------------------------------
 # Set ability for characters to walk through other team member squares
 # Default is TRUE
 #-------------------------------------------------------------
 TEAM_THROUGH = true
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 #-------------------------------------------------------------
 # Sets Damage Display during battle to POP individually or not
 # Default is TRUE
 #-------------------------------------------------------------
 POP_DAMAGE_IND = true
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 #-------------------------------------------------------------
 # Remove Dead from map upon death?
 #-------------------------------------------------------------
 REMOVE_DEAD = true
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 #-------------------------------------------------------------
 # USE_WAIT_SKILLS
 #-------------------------------------------------------------
 # This is so when a skill has been used it will check if it has a "casting time"
 # If so, then the users skill will be queued for that user until the "casting time"
 # has elapsed, thus casting the spell. Â
 USE_WAIT_SKILLS = false
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 #-------------------------------------------------------------
 # ALLOW_SKILL_TARGET of enemy not just tile
 #-------------------------------------------------------------
 # This option allows you to choose to cast your spell on the target.. thus, if
 # they move it could affect others as well. (Just like in FFT for PSX!)
 # This option only used when USE_WAIT_SKILLS enabled and using ATB system.
 ALLOW_SKILL_TARGET = true
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 #-------------------------------------------------------------
 # SCROLL_SPEED - 5 is default
 #-------------------------------------------------------------
 # Scroll speed controls the speed in which the screen will pan to the current target
 # during battle
 SCROLL_SPEED = 5
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 #-------------------------------------------------------------
 # Action Confirmations
 #-------------------------------------------------------------
 MOVE_CONFIRM = true
 ATTACK_CONFIRM = false #this applies to ALL actions
 WAIT_CONFIRM = false
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 #-------------------------------------------------------------
 # Show Attackable Area after move?
 #-------------------------------------------------------------
 SHOW_MOVE_ATTACK = true
 MOVE_INCLUDE_SPELL = true
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 #-------------------------------------------------------------
 # Control Opacity (0-255)
 #-------------------------------------------------------------
 # This controls what opacity is set to all command windows.
 CONTROL_OPACITY = 180
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 #-------------------------------------------------------------
 # DIM OPACITY - used during team mode to visibly display who has already acted
 #-------------------------------------------------------------
 DIM_OPACITY = 120
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 #-------------------------------------------------------------
 # EXP GAIN OPTIONS
 #-------------------------------------------------------------
 LEVEL_GAIN_SE = "Up" #when level is gained.. SE to play.
 EXP_PER_HIT = false
  POP_EXP = true
 #else, if EXP ALL is true, PerHit and Pop are ignored
 EXP_ALL = true
  NEUTRAL_EXP = true #neutrals gain exp
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 #-------------------------------------------------------------
 # Use Phase Music?  Only used if in TEAM mode
 #-------------------------------------------------------------
 PHASE_MUSIC = true
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  #-------------------------------------------------------------
  # Actor Music Setup
  #-------------------------------------------------------------
  # DEF_ACTOR_MUSIC if the Default music to be played when one is not specified
  # for the ACTOR_TURN_MUSIC[ MAP_ID ]
  #-------------------------------------------------------------
  DEF_ACTOR_MUSIC = "Battle4"
  ACTOR_TURN_MUSIC = {} #this is to initialize the music hash * DO NOT REMOVE *
  ACTOR_TURN_MUSIC[1] = "Battle4"
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  #-------------------------------------------------------------
  # Enemy Music Setup
  #-------------------------------------------------------------
  # DEF_ENEMY_MUSIC if the Default music to be played when one is not specified
  # for the ENEMY_TURN_MUSIC[ MAP_ID ]
  #-------------------------------------------------------------
  DEF_ENEMY_MUSIC = "Battle7"
  ENEMY_TURN_MUSIC = {} #this is to initialize the music hash * DO NOT REMOVE *
  ENEMY_TURN_MUSIC[1] = "Battle7"
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  #-------------------------------------------------------------
  # Actor Phase Music - reads the music name for the battle map
  #-------------------------------------------------------------
  def self.actor_phase_music
   if ACTOR_TURN_MUSIC[$game_map.map_id] != nil
    return ACTOR_TURN_MUSIC[$game_map.map_id]
   else
    return DEF_ACTOR_MUSIC
   end
  end
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  #-------------------------------------------------------------
  # Enemy Phase Music - reads the music name for the battle map
  #-------------------------------------------------------------
  def self.enemy_phase_music
   if ENEMY_TURN_MUSIC[$game_map.map_id] != nil
    return ENEMY_TURN_MUSIC[$game_map.map_id]
   else
    return DEF_ENEMY_MUSIC
   end
  end
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 #-------------------------------------------------------------
 # PREVEIW_DAMAGE
 #-------------------------------------------------------------
 # This options allows you to enable/disable damage preview for the status window
 PREVIEW_DAMAGE = true
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 #-------------------------------------------------------------
 # State ID Setup
 #-------------------------------------------------------------
 # Set these to the state id created in the database
 CONFUSE_ID   = 6  #RMXP Default
 SLEEPING_ID  = 7  #RMXP Default
 PARALYZED_ID  = 8  #RMXP Default
 SLOW_ID    = 11  #RMXP Default
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 CASTING_ID   = 17
 FLYING_ID   = 18
 WWATER_ID   = 19  #walk on water
 DONT_MOVE_ID  = 20
 DONT_ACT_ID  = 21
 KNOCK_BACK_ID = 22
 DOOM_ID    = 23
 TELEPORT1_ID  = 24
 TELEPORT2_ID  = 25
 HASTE_ID    = 26
 COUNTER_ID   = 27
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 #-------------------------------------------------------------
 #In order to assign an enemy a flying state, you must ensure that the flying
 #element is set, and be sure that your enemy has this item marked in their elements
 #-------------------------------------------------------------
 FLYING_ELEM_ID = 22
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 #-------------------------------------------------------------
 # ALLOW_LSHAPE_FOR BOWS
 #-------------------------------------------------------------
 # This option will allow bows users to shoot in a L shape if desired
 # False is default
 BOW_LSHAPE = true
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 #-------------------------------------------------------------
 # Hide Inactive Menu Commands
 #-------------------------------------------------------------
 HIDE_INACTIVE = true
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 #-------------------------------------------------------------
 # Enable Move when active, for actors only
 #-------------------------------------------------------------
 ENABLE_MOVE_START = false
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 #-------------------------------------------------------------
 # Enable Move as variable - DO NOT USE THIS YET, IT IS STILL BUGGY AND NOT COMPLETE
 #-------------------------------------------------------------
 MOVE_VARIABLE = false
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 #-------------------------------------------------------------
 # Use Encounter Position Moving?
 #-------------------------------------------------------------
 # This method works like this.  The gist of it is that if you touch an enemy
 # you must stop moving.  So if you want to get to the back of an enemy you must
 # walk 6 tiles to get from infront to behind them, instead of the normal 4.
 # An example would be like this:
 #  new method:  ###  old method:  ##
 #        # E         #E
 #        ##A         #A
 #  If the old move was attemped you would be forced to stop at the side of the
 # enemy.  Anyway, there is nothing like experimenting to understand something
 # better.  Best of luck!
 #-------------------------------------------------------------
 ENCOUNTER_MOVING_METHOD = false
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 #-------------------------------------------------------------
 # Auto Doom Summons?
 #-------------------------------------------------------------
 DOOM_SUMMONS = true
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 #-------------------------------------------------------------
 # Turns until doom takes effect - especially for summons, so that
 # its not so random
 #-------------------------------------------------------------
 def self.doom_turn?(id)
  case id
  when 36; return 9
  else; return [2,rand(8)].max
  end
 end
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 #-------------------------------------------------------------
 # Chain Lightning Effects - You can change the length of the curve and it
 # will use it accordingly.  All values are percentages of effect. 80% normal
 # effect on 2nd target and 40% on 3rd...etc
 #-------------------------------------------------------------
 CHAIN_LIGHTNING_CURVE = [80,40,20]
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 #-------------------------------------------------------------
 # Use Isometric Maps
 #-------------------------------------------------------------
 ISO_MAPS = true
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 #-----------------------------------------------------------
 # Get Color
 #-----------------------------------------------------------
 # Used to define colors in the program.  There is no actual mention
 # of the name, so you can simply update the RGB of these to affect the game.
 #-----------------------------------------------------------
 def self.get_color(color)
  case color
  when "RED"
   return Color.new(255,0,0,255)
  when "BLUE"
   return Color.new(0,0,255,255)
  when "GREEN"
   return Color.new(0,255,0,255)
  when "YELLOW"
   return Color.new(255,255,0,255)
  when "PURPLE"
   return Color.new(128,0,255,255)
  when "ORANGE"
   return Color.new(255,128,0,255)
  when "BROWN"
   return Color.new(128,64,0,255)
  when "BLACK"
   return Color.new(0,0,0,255)
  when "WHITE"
   return Color.new(255,255,255,255)
  when "PINK"
   return Color.new(255,128,255,255)
  when "TAN"
   return Color.new(200,200,110,255)
  end
 end
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 #------------------------------------------------------------
 # Using Guillaume777's Multislot Equipment? - DONT CHANGE THIS!
 #------------------------------------------------------------
 USING_MULTISLOT = defined?(G7_MS_MOD)
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 USING_ENHANCED_WEAPONS = ($enhancement_element_id != nil ? true : false)
end